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    Searched defs:soundPool (Results 1 - 4 of 4) sorted by null

  /external/jmonkeyengine/engine/src/android/jme3test/android/
TestAmbient.java 35 import android.media.SoundPool;
45 SoundPool soundPool;
  /cts/tests/tests/media/src/android/media/cts/
SoundPoolTest.java 26 import android.media.SoundPool;
44 private SoundPool mSoundPool;
93 mSoundPool = new SoundPool(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
142 mSoundPool = new SoundPool(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
185 mSoundPool = new SoundPool(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
214 mSoundPool = new SoundPool(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, 0);
237 // The number of possible SoundPool streams simultaneously active is limited by
241 // SoundPool should gracefully degrade to play those streams it can.
246 SoundPool soundPool = null
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  /external/jmonkeyengine/engine/src/android/com/jme3/audio/android/
AndroidAudioRenderer.java 40 import android.media.SoundPool;
61 SoundPool.OnLoadCompleteListener, MediaPlayer.OnCompletionListener {
66 private SoundPool soundPool = null;
86 soundPool = new SoundPool(MAX_NUM_CHANNELS, AudioManager.STREAM_MUSIC,
88 soundPool.setOnLoadCompleteListener(this);
183 soundPool.setVolume(src.getChannel(), src.getVolume(),
277 if (soundPool != null) {
278 soundPool.release();
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  /frameworks/base/media/java/android/media/
SoundPool.java 43 * The SoundPool class manages and plays audio resources for applications.
45 * <p>A SoundPool is a collection of samples that can be loaded into memory
47 * SoundPool library uses the MediaPlayer service to decode the audio
52 * <p>In addition to low-latency playback, SoundPool can also manage the number
53 * of audio streams being rendered at once. When the SoundPool object is
55 * that can be played at a time from this single SoundPool. SoundPool tracks
57 * SoundPool will automatically stop a previously playing stream based first
78 * the SoundPool was created. In this case, the stream allocator will stop
87 * by that level. In this case, the game logic should create a new SoundPool
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